I'm sorry this took long, but life is a very interesting, magical place
. Anyways, here are my 2 cents.
Game Start:
Fire a laser, or use a Gyro, its completely up to you. There are multiple ways to use either of them. 1st I will go over the laser options. So if you fire a laser, one way is to just fire the laser at the snake. If you want to anticipate that the snake will shield drop a grenade, you can aim the laser at his feet, and it will blow up the grenade. It wont hurt snake because he will be in his shield, but he wont have a his grenade and that gives you a camping advantage. Also, aiming down your laser covers the other option when a snake will simply crouch, thinking you will fire a laser straight on but then instead get hit by a laser angles down while trying to crouch it. The last option is to fire the laser up anticipating that they will jump. You can also jump and fire a laser to catch a snake in the air. In my experience, the most effective use of the laser on startup is to fire it at the feet. When using the gyro, you can charge your gyro and then use it for later, fire your uncharged gyro, then rush up to it and use it for stage control (pick it up, or stay nearby it). You can also jump at the beginning while preparing your gyro or shoot it while jumping to get some more distance on it if you like. In this case, any option is up to you, this allows enough options which are viable so that you can mixup your startup game.
Long Range:
At this range, a lot of focus is required. Every projectile thrown counts, and if a projectile is used poorly, then it means that the person using the projectiles wrong are at a disadvantage at this range. The laser has to be used to hit snake as well as destroy the grenades that he throws at us.
SNAKE DOES NOT HAVE TO APPROACH US AT ALL. Snake can camp us just as hard as we can camp him. At long range, multiple things can happen. the basic use of ROB's laser would be to destroy grenades like I stated. The gyro would be used for stage control. At long range, charge the gyro if necessary to reach the snake. Other use for the gyro would be to pick it up. If you believe you are in control of the long range game, throw the gyro back at snake, and even glide toss away to gain some distance. Otherwise glide toss towards the snake and grab or fsmash to get him off stage. The other things that can effect the long range game are the c4 and the dsmash of snake. Use your projectiles to get rid of the dsmash of snake. the other way to get ride of it would be to run up to it and shield it or roll over it (be cautious that your invincibility frames are still active while rolling over it). As for the C4, you can either be cautious of it or just watch the snake and when he does the C4 activation animation, just shield (this will not work thought if the C4 is on a platform above you).
Middle Range:
More than likely, the snake is power shielding trying to approach you. Be careful when using your laser because you don't wanna get snakedashed before the laser is thrown out. Use can always Nair, or Bair, or something to punish the snake dash (if you can predict it). Charge you gyro and try to predict when the snake will drop his shield or side step and use the gyro to punish it. Thats about all that needs to be said here.
Close Range:
Snake wins, hand down, GTFO of here ASAP! Ftilt solutions are to shield the Ftilt and then Ftilt him back. You have to be quick with that though because he can shield right after pretty fast, altho you are guaranteed an Ftilt right after his finishes if your fast enough. Snake can also do some pretty good shield pressure with the ftilt (like using the 1st hit of the ftilt then doing a full 2 hit Ftilt right after). Our Ftilt beats the 1st hit of his Ftilt so use it when he gets close and know your range! Its very important. Other that that GTFO of close range!
Above the opponent:
Snake will try and chase you and Bair or Uair you. Snakes air speed isnt the greatest and he isnt that amazing at chasing rob in the air. he can't stay in the air long so just either wave bounce or if you me
, upB then Bair, then reverse the upB and Bair again to change your momentum while staying in the air at the same place. Stall until you find somewhere safe to land.
Recovering:
Watch out for the Usmash from snake. the most common edgeguard tool of stakes. Some snakes will try and chase you and Fair. Don't be predictable with your recovery. Go for the ledge or recover high and use the notes from the above section. While recovering, like in every matchup, use your gyro and laser while recovering. they will more than likely be powersheild but that stops the snake from Usmashing to edgeguard as they will get hit if they go for it (unless they use it before you get the chance to counter). When on the edge, u can release double jump (space it so that u are out of Utilt & grenade explosion range) and either laser or gyro. If their shield gets small, you can Nair after double jumping and it will poke their shield and get him. Watch for shield dropped grenades and watch for snake who try to plant their C4 on the edge and then try to make it go off while you are going for the edge. You can also fair after double jumping and it can be spaced in a manner that it hits the snake even if there is a shield dropped grenade on the ground. jump straight form the edge or roll or just simply get up. Mix up is up to you. I prefer to jump most of the time, and I hate attacking off the edge because of shield dropped grenades.
Edge Guarding:
Fair is your best friend. Sweet spotted Fair goes through the upB of snake. When snake is above the stage trying to recover, try and read the airdodge as you chase and Nair or Bair. Also try and read the Uair, Dair, Bair. and counter attack. Other things you can do is charge a gryo and punish the snake when he is about to land by throwing the gyro where is is going to land, or you can Bair where the snake is going to land (although he can wave bounce to dodge it =/). Watch out for when he is holding a grenade also. A well spaced Bair can hit him while not exploding the grenade.
Pseudo chain of attacks ROB has on snake:
Basically Fthrow or Bthrow the snake off stage once he has about 10-35% on him, then read the way he recovers and use your fairs in him. Sometimes he will jump and air dodge in which case you read the air dodge and continue into 4 fairs of your own (Fair x2, double jump, Fair x2). Other scenarios include the snake falling below the stage and double jumping to reach the edge, in which case you read him and either edgegrab or fall off the stage and Fair. the snake can double jump and Nair while approaching the stage in which case you read the Nair and space a Bair before he touches the ground then chase with fairs. Last option I know of is that they immediately upB out of their double jump, thus going high enough to not get Fair'd, in which case try and stop him while he is coming down (above section). If you can try and Bair or Dair him thats a bonus and you can take a stock :].
Hope this helps
ratio is 55-45 snake. He is faster than us in the air and on the ground (with snake dash and what not). He ***** us close range, and can take us long range. Situational string of attacks we can get on him, and its not exceptionally easy for us to kill him as he is coming down towards the stage. But other that that, not much going for us here. He dies later than us, and can defend against our kill options really well, while he is a killing machine himself (j the sense that like almost each of his moves are a kill move
)
Stages
Ban Halberd, avoid Battlefeild, try and go for FD. Platfroms are bad for you. He can setup and use his projectiles really well on them, and it makes it hard for us to punish his landing when platforms are round. the longer the stage the better and the less platforms the better. Counter pick jungle japes or FD or rainbow cruise. Brinstar is one to watch out for. try and separate the stage and then out camp him on the other side of the stage.
thats all for now ROBros